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Continue csfml
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main_csfml.c
75
main_csfml.c
@ -1,7 +1,7 @@
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/**
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@file main_csfml.c
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This is an csfml (C binding for SFML) implementation of the game front end.
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This is a csfml (C binding for SFML) implementation of the game front end.
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This is another alternative to the SDL for the PC. This front end is more
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minimal and simple than the SDL, so it's better as a learning resource.
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@ -42,6 +42,8 @@ uint32_t paletteRGB32[256]; // SFML can't do 565, so precompute RGB here
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sfClock *clock;
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sfRenderWindow* window;
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uint8_t musicOn = 0;
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int8_t SFG_keyPressed(uint8_t key)
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{
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#define k(x) sfKeyboard_isKeyPressed(sfKey ## x)
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@ -144,6 +146,13 @@ void SFG_setPixel(uint16_t x, uint16_t y, uint8_t colorIndex)
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void SFG_setMusic(uint8_t value)
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{
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switch (value)
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{
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case SFG_MUSIC_TURN_ON: musicOn = 1; break;
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case SFG_MUSIC_TURN_OFF: musicOn = 0; break;
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case SFG_MUSIC_NEXT: SFG_nextMusicTrack(); break;
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default: break;
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}
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}
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void SFG_processEvent(uint8_t event, uint8_t data)
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@ -175,10 +184,19 @@ uint8_t SFG_load(uint8_t data[SFG_SAVE_SIZE])
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return 1;
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}
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/* Because of the csfml sound API we won't use circular audio buffer, but a
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linear buffer that is at each audio update shifted to the left. */
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sfSoundStream *sound;
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#define AUDIO_BUFFER_SIZE (SFG_SFX_SAMPLE_COUNT * 2)
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#define AUDIO_BUFFER_OFFSET 400
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#define AUDIO_BUFFER_SIZE (SFG_SFX_SAMPLE_COUNT * 2) // total size of the buffer
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#define AUDIO_BUFFER_OFFSET 400 /* size of the beginning portion of the buffer
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that's being played, while the other part
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is being filled with audio */
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#if AUDIO_BUFFER_OFFSET * 2 > AUDIO_BUFFER_SIZE
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#error "AUDIO_BUFFER_OFFSET must be at most half of AUDIO_BUFFER_SIZE"
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#endif
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int16_t audioBuffer[AUDIO_BUFFER_SIZE];
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uint32_t audioUpdateFrame = 0; // game frame at which audio buffer fill happened
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@ -197,13 +215,13 @@ void SFG_playSound(uint8_t soundIndex, uint8_t volume)
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for (int i = 0; i < SFG_SFX_SAMPLE_COUNT; ++i)
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{
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if (pos >= AUDIO_BUFFER_SIZE)
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break;
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audioBuffer[pos] = mixSamples(audioBuffer[pos],
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(128 - SFG_GET_SFX_SAMPLE(soundIndex,i)) * volumeScale);
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pos++;
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if (pos >= AUDIO_BUFFER_SIZE)
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break;
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}
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}
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@ -212,15 +230,17 @@ sfBool soundFill(sfSoundStreamChunk *data, void *userdata)
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for (uint32_t i = 0; i < AUDIO_BUFFER_SIZE - AUDIO_BUFFER_OFFSET; ++i)
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audioBuffer[i] = audioBuffer[i + AUDIO_BUFFER_OFFSET];
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for (uint32_t i = AUDIO_BUFFER_SIZE - AUDIO_BUFFER_OFFSET; i < AUDIO_BUFFER_SIZE; ++i)
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for (uint32_t i = AUDIO_BUFFER_SIZE - AUDIO_BUFFER_OFFSET;
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i < AUDIO_BUFFER_SIZE; ++i)
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audioBuffer[i] = 0;
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for (uint32_t i = 0; i < AUDIO_BUFFER_OFFSET; ++i) // mix in the music
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{
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audioBuffer[i] = mixSamples((SFG_getNextMusicSample() -
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SFG_musicTrackAverages[SFG_MusicState.track]) * MUSIC_VOLUME,
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audioBuffer[i]);
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}
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if (musicOn)
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for (uint32_t i = 0; i < AUDIO_BUFFER_OFFSET; ++i) // mix in the music
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{
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audioBuffer[i] = mixSamples((SFG_getNextMusicSample() -
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SFG_musicTrackAverages[SFG_MusicState.track]) * MUSIC_VOLUME,
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audioBuffer[i]);
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}
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data->samples = audioBuffer;
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data->sampleCount = AUDIO_BUFFER_OFFSET;
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@ -243,15 +263,10 @@ int main()
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SFG_init();
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for (int i = 0; i < AUDIO_BUFFER_SIZE; ++i)
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audioBuffer[i] = SFG_getNextMusicSample() * 64;
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sound = sfSoundStream_create( soundFill,soundSeek ,1,8000,0);
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sfSoundStream_play(sound);
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for (int i = 0; i < AUDIO_BUFFER_SIZE; ++i)
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audioBuffer[i] = 0;
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sound = sfSoundStream_create(soundFill,soundSeek,1,8000,0);
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for (int i = 0; i < 256; ++i) // precompute RGB palette
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{
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@ -261,7 +276,9 @@ sfSoundStream_play(sound);
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((col565 << 5) & 0xfc00) | ((col565 >> 8) & 0xf8);
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}
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sfTexture* windowTexture = sfTexture_create(SFG_SCREEN_RESOLUTION_X,SFG_SCREEN_RESOLUTION_Y);
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sfTexture* windowTexture =
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sfTexture_create(SFG_SCREEN_RESOLUTION_X,SFG_SCREEN_RESOLUTION_Y);
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sfTexture_setSmooth(windowTexture,sfTrue);
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sfSprite* windowSprite = sfSprite_create();
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@ -272,7 +289,7 @@ sfSoundStream_play(sound);
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sfWindow_setMouseCursorVisible((sfWindow *) window,sfFalse);
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sfWindow_setVerticalSyncEnabled((sfWindow *) window,sfFalse);
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sfSoundStream_play(sound);
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while (sfRenderWindow_isOpen(window))
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{
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@ -283,21 +300,19 @@ sfSoundStream_play(sound);
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if (!SFG_mainLoopBody())
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break;
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sfTexture_updateFromPixels(windowTexture,(const sfUint8 *) windowPixels,SFG_SCREEN_RESOLUTION_X,SFG_SCREEN_RESOLUTION_Y,0,0);
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sfTexture_updateFromPixels(windowTexture,(const sfUint8 *) windowPixels,
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SFG_SCREEN_RESOLUTION_X,SFG_SCREEN_RESOLUTION_Y,0,0);
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sfRenderWindow_clear(window, sfBlack);
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sfRenderWindow_drawSprite(window, windowSprite, NULL);
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sfRenderWindow_drawSprite(window,windowSprite,NULL);
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sfRenderWindow_display(window);
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}
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sfSoundStream_stop(sound);
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sfSoundStream_destroy(sound);
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sfSoundStream_stop(sound);
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sfSoundStream_destroy(sound);
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sfSprite_destroy(windowSprite);
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sfTexture_destroy(windowTexture);
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sfRenderWindow_destroy(window);
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sfClock_destroy(clock);
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return 0;
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}
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15
main_sdl.c
15
main_sdl.c
@ -34,7 +34,7 @@
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// #define SFG_TIME_MULTIPLIER 512
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// uncomment for perfomance debug
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#define SFG_CPU_LOAD(percent) printf("CPU load: %d%\n",percent);
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// #define SFG_CPU_LOAD(percent) printf("CPU load: %d%\n",percent);
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#ifndef __EMSCRIPTEN__
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#ifndef GAME_LQ
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@ -229,7 +229,7 @@ int8_t SFG_keyPressed(uint8_t key)
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if (sdlMouseWheelState > 0)
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{
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sdlMouseWheelState--;
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sdlMouseWheelState = 0;
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return 1;
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}
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@ -242,7 +242,7 @@ int8_t SFG_keyPressed(uint8_t key)
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if (sdlMouseWheelState < 0)
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{
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sdlMouseWheelState++;
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sdlMouseWheelState = 0;
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return 1;
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}
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@ -273,9 +273,9 @@ void mainLoopIteration()
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if (event.type == SDL_MOUSEWHEEL)
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{
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if (event.wheel.y > 0) // scroll up
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sdlMouseWheelState++;
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sdlMouseWheelState = 1;
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else if (event.wheel.y < 0) // scroll down
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sdlMouseWheelState--;
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sdlMouseWheelState = -1;
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}
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else if (event.type == SDL_QUIT)
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running = 0;
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@ -343,8 +343,9 @@ void SFG_setMusic(uint8_t value)
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void SFG_playSound(uint8_t soundIndex, uint8_t volume)
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{
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uint16_t pos = audioPos +
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((SFG_game.frame - audioUpdateFrame) * SFG_MS_PER_FRAME * 8);
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uint16_t pos = (audioPos +
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((SFG_game.frame - audioUpdateFrame) * SFG_MS_PER_FRAME * 8)) %
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SFG_SFX_SAMPLE_COUNT;
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uint16_t volumeScale = 1 << (volume / 37);
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